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<blockquote data-quote="Primal" data-source="post: 4109894" data-attributes="member: 30678"><p>Evidently. Good for you, bad for your players. I pity them.</p><p></p><p></p><p></p><p>And consider the possibility, no matter how remote, that D&D is played by… well, players, who want to create and play interesting and fun characters. Without any players there’ll be no campaign. Now, everyone has their own opinion of what’s interesting and fun, but that is exactly why you should let them have creative input into the nature of the campaign. </p><p>And if we take a look at the threads here, quite a few of them seem to concern… yep, character classes and character building. Interesting, isn't it?</p><p></p><p></p><p></p><p>In *your* opinion, Hong – that’s not a universally recognised fact, is it? Notice how I didn’t state that 4E will be more complicated as a fact, did I? Creating and running NPCs has never been complicated in 3E for me – it happens pretty intuitively and naturally. If I want to stat a ‘non-heroic’ human innkeeper in 3E, at least I don’t need to think about which unique powers I’ll pick for him. Stats, feats and skills are actually very easy to do in 3E – even on the fly. </p><p></p><p></p><p></p><p>And I’ll recommend that you’d start thinking harder about fantasy. </p><p></p><p></p><p></p><p>And I’ll recommend that your players should start thinking harder about fantasy. At least my players are interested enough in the game to try to solve such “mystery elements”. Maybe your players are not into fantasy at all? </p><p></p><p></p><p></p><p>But you probably should do, if the original concept comes from an NPC’s power. You look up which level monster/NPC has that power and if there are any similar other powers available to other monsters. That gives you a better perspective to what the PC needs to do and which level power or talent or feat would be appropriate for this power. Then you compare it to other PC powers/talents/feats to address any balancing concerns and to "polish" it off. </p><p></p><p></p><p></p><p>You should read the posts before replying to them, or perhaps you’re intentionally misunderstanding or baiting other posters? Did you notice that I mentioned how Conspiracy of Shadows actually does this and does it well? Generally, it’s not a good idea to try that because you have to have a really good picture of what you want out of the game thematically and mechanically in addition to understanding how the elements should relate to each other in a logical and consistent way. In any case I don’t see how D&D could implement narrativist elements while remaining D&D.</p><p></p><p></p><p></p><p>Really? And all this time I’ve thought it’s rather a symptom of the system encouraging metagaming and competitiveness. My bad.</p><p></p><p></p><p></p><p>I’m sure that you’re well aware that we all prefer different gaming styles. What you consider the “level of realism needed” may be very different from my opinion. You know, some people don’t bother about anything beyond the next cool power they’ll get and the next time they’ll get to show it. They don’t bother about any sense of realism or consistency at all. And that’s just as fine – like I said, what works for me may not work for you and vice versa, right?</p></blockquote><p></p>
[QUOTE="Primal, post: 4109894, member: 30678"] Evidently. Good for you, bad for your players. I pity them. And consider the possibility, no matter how remote, that D&D is played by… well, players, who want to create and play interesting and fun characters. Without any players there’ll be no campaign. Now, everyone has their own opinion of what’s interesting and fun, but that is exactly why you should let them have creative input into the nature of the campaign. And if we take a look at the threads here, quite a few of them seem to concern… yep, character classes and character building. Interesting, isn't it? In *your* opinion, Hong – that’s not a universally recognised fact, is it? Notice how I didn’t state that 4E will be more complicated as a fact, did I? Creating and running NPCs has never been complicated in 3E for me – it happens pretty intuitively and naturally. If I want to stat a ‘non-heroic’ human innkeeper in 3E, at least I don’t need to think about which unique powers I’ll pick for him. Stats, feats and skills are actually very easy to do in 3E – even on the fly. And I’ll recommend that you’d start thinking harder about fantasy. And I’ll recommend that your players should start thinking harder about fantasy. At least my players are interested enough in the game to try to solve such “mystery elements”. Maybe your players are not into fantasy at all? But you probably should do, if the original concept comes from an NPC’s power. You look up which level monster/NPC has that power and if there are any similar other powers available to other monsters. That gives you a better perspective to what the PC needs to do and which level power or talent or feat would be appropriate for this power. Then you compare it to other PC powers/talents/feats to address any balancing concerns and to "polish" it off. You should read the posts before replying to them, or perhaps you’re intentionally misunderstanding or baiting other posters? Did you notice that I mentioned how Conspiracy of Shadows actually does this and does it well? Generally, it’s not a good idea to try that because you have to have a really good picture of what you want out of the game thematically and mechanically in addition to understanding how the elements should relate to each other in a logical and consistent way. In any case I don’t see how D&D could implement narrativist elements while remaining D&D. Really? And all this time I’ve thought it’s rather a symptom of the system encouraging metagaming and competitiveness. My bad. I’m sure that you’re well aware that we all prefer different gaming styles. What you consider the “level of realism needed” may be very different from my opinion. You know, some people don’t bother about anything beyond the next cool power they’ll get and the next time they’ll get to show it. They don’t bother about any sense of realism or consistency at all. And that’s just as fine – like I said, what works for me may not work for you and vice versa, right? [/QUOTE]
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